Sherrif's Ultimate Hybrid Assassin Guide.

First off I want to say that I no longer play Hybrids. I moved on to a private server with access to any build I could want to play, so I now primarily play a Ghost with a Trapper for opponents that are tough on Ghost. Don't let this discourage you from making a Hybrid. If you're playing on realms with limited funds it's more likely to be the better option for you. A Hybrid will do considerably better all around, while a Ghost or Trapper will do better against certain match ups and a lot worse against others (Ghosts will do very good against casters, and Trappers will do very good against melee if it's GM.) If you are planning on focusing on public dueling games with your 'sin, then a Hybrid is probably the better choice for you being able to take on a variety of opponents (really anything IMO that isn't over sorbing).

Faster Hit RecoveryFaster Hit Recovery determines how long you will be stunned after being hit and taking a certain amount of damage. The more %Fhr you have the faster you will get out of stun making it a very important stat for Pvp.

We will be aiming for the 27Fhr and 48Fhr breakpoints, depending on the opponent.There's been much discussion *cough* about which is best, so in the dueling strategies I'll list which to use against each opponent. You're going to want to primarily use 48Fhr.

Faster Cast Rate

Faster Cast Rate is the statistic that determines how fast you will cast your SPELLS. Traps are not considered spells, and will not be affected by Fcr. The game labels traps as minions so they are affected by Ias. Even though, Fcr is still a very important statistic. Fcr does determine how fast you will Teleport and Mind Blast.

We will be aiming for the 65Fcr and 102fcr breakpoints, depending on the opponent. 102fcr is only a option, if you feel you want to sacrifice a bundle of things the 65fcr builds offers for some higher teleporting/mb speed, go for it.

Increased Attack SpeedIncreased Attack Speed is the statistic that determines how fast you attack with melee skills, and how fast you summon your traps. (Depending on claws)Will be aiming for atleast 10 fpa trap laying speed, don't get suckered into using two suwayyahs.

The lower ASWM (Average Weapon Speed Mod), the better. The number on the right is the minimum Ias required to hit 9Fpa trap laying speed, the fastest possible.

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Originally Posted by TienJe View Post

WSM Bugging

WSM bugging is a little trick used to lower the AWSM of your two claws, lowering the IAS requirements for trap + non-WW animations. It works by placing your secondary claw in your inventory first. That means that after you switch to your weapons, lift and replace your glove-side claw, and it’ll bug your WSM.

Instead of just averaging the WSM’s of the two claws, your AWSM = average + (right WSM – left WSM). So, for example, if you use a Runic Talon (-30 WSM) in the boot-side slot and a Suwayyah (0 WSM) in the glove-side slot, if you bug the WSM, you’ll have an AWSM = -15 + (-30 - 0) = -45 instead of -15 like you would if you didn’t bug it. It’ll help you reach your trap IAS BP’s if you use a slow claw on one hand. If you look at the equation, it’ll tell you to make sure that if you DO use a slow claw, make sure the fast one is in the secondary slot, so when you bug it, it makes your AWSM faster. Otherwise, it’ll actually slow down AWSM. To simplify, a chart is included below, showing the AWSM’s for every claw combination after WSM bugging.

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Section III:Skill allocation/Stat distribution

Over the years, many different variations of this build have been played with success. I will list three of the most effective of those builds. All are viable and have their pros and cons.

One Point ClawMastery Build (Shadow Orientated)

Shadow Tree:

1 point into all Shadow skills besides Mind Blast/Venom.2 points into Mind Blast.20 points into Venom.

Trap Tree:

1 point into Fire Blast1 point into Wake of Fire1 point into Blade Sentinel1 point into Blade Fury1 point into Blade Sheild1-20 points into Shock Web (Last synergy to max, dump remaining points into here)20 points into Charged Bolt Sentry20 points into Lightning Sentry20 points into Death Sentry

Martial Arts Tree:

1 point secondary skill. (Dragon Talon or Claw)

One Point ClawMastery Build (Trap Orientated)

Shadow Tree:

1 point into all Shadow skills besides Mind Blast/Venom.2 points into Mind Blast.1 to 20 points into Venom. (Last to max, dump remaining points into here)

Trap Tree:

1 to 5 points into Fire Blast (Choose what you like best, helps against necs)1 point into Wake of Fire1 point into Blade Sentinel1 point into Blade Fury1 point into Blade Sheild20 points into Shock Web20 points into Charged Bolt Sentry20 points into Lightning Sentry20 points into Death Sentry

1 point into Fire Blast.1 point into Wake of Fire.1 point into Blade Sentinel.1 point into Blade Fury.1 point into Blade Sheild.1 to x points into Shock Web. (Last synergy to max, dump remaining points into here)1 points into Charged Bolt Sentry.20 points into Lightning Sentry.20 points into Death Sentry.

Martial Arts Tree:

1 point into Dragon Talon.1 point into Dragon Claw. (VERY usefull for Necs)

Strength:Some builds require you to put 0 points into Strength. Best way to plan this out is to level to around 90, take off all non-static equipment that adds strength/dex, and invest to use all of your setups. Also, don't forget to stat according to what stash gear you decide to use.

* Only enough here to use all gear.

Dexterity:Pretty much same as above. Plan out how much strength you will need, and invest according to stash gear options.

* Only enough here to use all gear.

Vitality:This is a Vitality build, so after you have invested the minimum reqs for gear into Strength/Dexterity, dump ALL of your remaining points into here.

* All points here after investing needed points into Strength/Dexterity.

Energy:This build requires you to invest 0 points into Energy. After all of your gear is equipped, you will have plenty of mana.

* None into here.

Section IV:Skill Explanation

Shadow Skills:

* Psychic Hammer: This is a skill similar to Mindblast except it offers some magic damage and no stun. I personally prefer to just use Mb and use this as a finisher to the builds with some type of physical damage shield (Bone Shield)

* Claw Block: This skill only applies to 'sins using two claws. When two claws are equipped, you have a good chance to block almost everything in the game, including spells and Smite. If you are running/walking you lose your Claw Block, but if you're Teleporting or Whirlwinding you don't. You want to aim for 55-60%.

* Burst of Speed: After casting this, your Ias and Frw will greatly increase. This is usefull for non-melee and non-elemental builds.

* Fade: Casting this will provide damage reduction per level, and a huge elemental resistance bonus. Use this when dueling melee or elemental builds. It also reduces the duration of curses.

* Shadow Master: Probably the best merc in the game, this is your summon. She helps you the most by casting MB and because we put 2 hard points into MB, she'll do it a lot more often.

* Mind Blast: Mind Blast is a very effective spell. What it does is temporarily stun and knockback your oppenent, similiar to Smite. When you cast MB on some one, a small swirly icon will appear over their head. When that icon is present any skill will stun them. It can also be used for a killing blow, as it does a small amount of damage.

Trap Tree:

* Lightning Sentry: This is your second form of damage, after Whirlwind. Unlike Wof, Ls shoots in straight lines. Always have these between you and your opponent. Good Ls damage:

* Wake of Fire: This drops a trap similiar to LS, but instead it shoots Fire in a triangular shape. There is currently a next-delay on WoF for .16 second (4 frame). After your WoF hits, it will take that long before it can do damage again. Never use more than 2 WoFs, and usually you will only need one.

* Blade Fury: This skill is usefull for Camping builds. It gets Venom damage and Open wounds, so shoot a few of these at a camp hammerdin, and he'll quickly change his strategies if he knows better. I don't use this much, because it can get you into some serious trouble if you aren't carefull.

* Dragon Claw: I really only would use this on a maxed Claw Mastery build to reap the benefits that offers. Very usefull against Necs, just get a small stun off and tele on top then begin DClawing. It's a simple way to chainlock low defense casters too, always keep your cursor under your feet.

* Dragon Talon: A kick attack that knocks back your opponent. I personally prefer Dragon Claw because knocking back your opponent defeats the purpose of the secondary skill to chainlock and constantly attack a stationary/stunned target.

Section V:Gear options

This build is very gear dependent. If you have better gear, you will win more often; simple as that.This section will list 3 set-ups for gear.

Helmets

There are quite a few options for your helmet. What I have used on all my 'sins is a rare circlet with 2Assassin/20Fcr and mods. I like to look for one with a lot of strength to help cover that HUGE requirement on Shadow Dancers. If you do decide to use it, make sure to use a jewel with atleast 15Ias in it, the best IMO would be a 15Ias/15Resists jewel. Another option is a magic 2Assassin/20Fcr/2socketed circlet. You can put the 15/15 jewel AND a shael in this one, and not have to use any Fhr charms. Also, you could opt for a CoA build. Using a CoA, you MUST have a 15Fcr(atleast) amulet, and 10fcr ring. It offers nice DR/Resists and Fhr. Last, you could use the 1.08 Valkyrie. This helmet is the only in the game that offers 30Fcr, no to mention 30Ias/30Fhr/30Frw. All these mods make it a great choice, and an open socket makes it all the better. I personally prefer not to use massively unperm items, and quite frankly can't afford a perm/legit one. You can use a Griffons as a legit 102 setup option.

ArmorsReally the only armor you will NEED here is Enigma. Find a low/middle strength requirement armor that you like. Some people opt for a Bramble/Fort switch. I personally don't use one, but it can be a great addition.

ClawsFor the the maxed Claw Mastery build you will want to invest the extra dex/strength points for Runic Talons, the increase in damage is helpfull. If you aren't opting for that skill allocation, then the best claw type would be Greater Talons. (You may want to use Runics/Ebugged Suwayyah on the shadow build)

There are a huge variety of claws viable on this build. In reality, you will only need 3 claws:

Chaos-The first thing you want to look for on your chaos is of course the claw type, Runics or GTs are the most viable. Look for those with +3 to Lightning Sentry. After that some usefull mods to look for are +to Fade/Venom. You could also opt for a Feral Claw for heavier damage if you have a -30wsm on hand claw with atleast 40ias and 15ias in your hat. If you have access to an ebugged suwayyah chaos, or just a suwayyah with 3LS/3Venom, by all means go for that and wsm bug.

Fury-Same as Chaos, look for the -30WSM claws first, then LS/Venom/Fade. You will want to use a Runics or Feral here regardless.

Fools-This will most likely be the toughest piece of equipment to get your hands on. First look for your -30WSM claws(GTS,Runics). After that you will want to find one with either 30 base Ias, or 20 base Ias with 2sockets. You will want to fill atleast one socket with an Um for Open Wounds, and the other with Ias if needed, if not then more OW! Last, look for +traps or LS to boost that portion of the damage.

When dueling smiters you may want to have a nice fools claw with KB.

GlovesLike Enigma, the only gloves you NEED are Trang Oul's. They offer 20Fcr to help with 65, and nice cold resists, ALSO, there's currently a bug that applies trangs %poison damage TWO times, so it gives a huge boost in Venom damage.

BeltsPretty much the best option here is Arachnids Mesh. It's the only belt in the game that offers +1 to skills, and not to mention 20Fcr. Another good option is to use a Dungos and a 15(atleast) Fcr amulet, or a crafted belt with OW and other great mods with a Fcr amulet.

BootsThe best boots for this build are Shadow Dancers. If you can get pass that massive strength requirement, +1-2Shadow Skills, HUGE dexterity, and 30Fhr are titanicly sexy. Another option is to use Tri Resist Rares, but you have to make up atleast 10Fhr some where. They would make it a lot easier on filling resists gaps. Some people also opt for Gores on wwsins, but personally I don't feel they belong on a Hybrid.

AmuletsThis will mostly depend on what helmet you are using. If you don't need the Fcr, Maras or Highlords is your best option. If you need the Fcr, get an amulet with how ever much Fcr you need, and as much usefull extra mods that you can find.

RingsIf you need Fcr, the 10Fcr rare/crafted rings with as many mods as you can find are your best options. You will want some source of Cannot Be Frozen, and Ravenfrost is the absolute GOD of those options.

CharmsIf you need Fhr, look for either Shadow/Trap skill Gcs with 12fhr, or Resists Scs with 5fhr. After that you will want to fill up your inventory with Shadow/Trap lifers and 20Vitas with best mods available. The standard Torch/Annihilus is a must of course. If you're going Trap orientated, mix up Shadow and Trap gcs, or just use all Trap gcs.

Stash GearsThere are MANY options for stash gear. If you feel you will need to be BM, sorb gear is the way to go. If you want to be GM you can always combat elemental builds with high resists gear and stacked resists gear. Widowmaker and Bramble are other good options to consider. When switching to these there will be multiple things you might want to swap. Test for your self and see what you like best against what.

This little section will provide you with some usefull information about chainlocking. Chainlocking is simply namelocking multiple times without breaking the lock for more than a split second. This allows you to continously stay on your target, and when combined with a nice damaging skill and trap locks, it will make taking down your target a much easier job in most situations.

* Namelock The first thing to learn is Namelocking. Namelocking is simply clicking on your opponent's character and holding the button down so that their name appears above them (or in what ever direction towards the edge of your screen that they are in.) Namelocking makes it so your attacks target the position where ever your target is (with spell attacks it will shoot at that position, with melee attacks you will walk to that position and attack once your are in range, with whirlwind you will whirl towards that position, with teleport you will teleport directly to that position etc).

You will use namelocking and chainlocking (hopefully) a LOT while dueling on your 'sin. Read further for an explanation of how.

* Using Mindblast for namelocks On some builds you will use your main attack to namelock sometimes (Fireball on a Fire 'sorc, Bone Spear on a Bone 'nec). Other times you may use a skill that will do nothing to maintain a lock and not do anything (Unsummon, or Throw) (most commonly on left click). On this build, you will almost always be using Mindblast to obtain a lock. To namelock with mindblast you simply put your cursor over your opponent and cast Mind Blast, but hold the click down. This will continously cast Mind Blast on your opponent's position, untill they are off your map (you can maintain a namelock off screen.)

* Chainlocking with Mindblast and holding your Traplocks This tactic will be most useful against Bow 'zons. They will shoot at you untill you get on screen and then (if they have it) switch to their block setup and try to walk out of your traps (some will constantly switch weps and walk to decrease the effects of stun, also known as Wsg). What you will do is close into them (never in a straight line) and set some traps off the corner of your screen. When they are on your screen obtain the namelock with Mindblast. They will start to run, so switch to a trap (via hotkeys) and since you are holding down the right click button it will automatically lay the traps at your trap laying speed. After you have one or two, make sure your cursor is directly on your character and quickly switch to teleport. After you teleport you will lose the lock, so let go of your right click button and click down and hold again. Since you allready have your cursor set on you, and you teleported right on top your opponent you will again have a namelock via mindblast on your opponent. You can mix this in with just about anything. After you teleport, instead of again namelocking with mindblast you can switch to whirlwind and whirlwind in the direction they are running/walking. Remember not to namelock with whirlwind though, or you will be stuck doing that untill either you hit them or they break your lock.

* Chainlocking with a secondary attack This tactic, similiar to chainlocking with mindblast, will use a secondary attack (like Dragon Claw or Dragon Talon) and left click. First, close in with teleport. Lay your traps on the corner of your screen like with Mindblast chaining. When you see them on your screen you will want to first Mindblast, to initiate the stun icon (swirly icon above their head after being Mindblasted). Quickly switch to teleport (you should allready have a right click namelock with Mindblast from initiating the stun acceptance, and your cursor should allready be on you). When you teleport on top of them, let go of your right click namelock and click and hold left click. This will start a namelock with your secondary skill that should be assigned to your left click. Since at worst situation you allready have the stun icon on them, they will be tolerable to stun from just Dragon Claw (if you did it right traps will also be firing and they will be nearly completely locked up). Dragon Claw offers a high attack rating, and Dragon Talon offers a fast kick and knockback. I chose Dragon Claw over Dragon Talon because you will hit more often and the point is to keep your opponent in place anyway. Smart opponents will try to Wsg (mentioned in Chaining with Mindblast). This will enable them to get out of your trap lock/dclaw attacks and hopefully for them, teleport away. Since you allready have the namelock on left click with dclaw, as soon as your target is out of your attacking range you will begin to walk. As soon as your target gets out of your attacking range, switch on right click to Teleport, and right click. You should allready have your cursor again on you, so when you teleport you will appear right on top of your target again. Let go of right click and again left click with Dragon Claw. You will want to mix this up with Whirlwinds and traplocking.

Section X:Build-specific dueling strategies

*All gear setups are with the Circlet/Maras route, what I use.

Druids

Hurricane/Tornado Teleporting Druid:Setup: (Fade)Your best Damage Reduction setup, that still allows 65fcr and atleast 30fhr (Shadow Dancers). You will want to use your Fury here.

After dueling these with ghosts, my strategies have changed. Play these druids aggressively and take advantage of their horrible fhr. Tele onto their screen, drop some traps, and start doding. If they escape, stay on their trail as they will be most vulnerable now without their minions. You can catch them recasting their summons after a traplock escape. Play them tough and fast, and they will go down quick. Watch out for the pack of nado spams, a few hits and you're dead but you have clawblock to aid you there. If you take too many nados, tele away and regroup.

Shapeshifting Druids:Setup: (Fade)Your best Damage Reduction setup, that still allows 65fcr and atleast 30fhr (Shadow Dancers). You will want to use a fools claw of the bear (knockback)

If they are using Rabies, DO NOT summon your shadow master. I learned this through dueling one of the better Rabies/Fury druids on West. They will rabies her, then when you tele you'll be affected and die very quick. Most of these builds will have fury incorporated, and will kill you very quickly if you let them get too close. Your best strategy is to stay close enough to lay traps and stun them, but stay far enough away untill the stun is in effect. Once you see that they are locked in stun attempt a quick clip-whirl. If you lose your stun, immediately back away and repeat. Use knock back to your advantage, you will get whirlwind clips off and they won't hit you.

Paladins

Hammerdins:Setup: (BoS, unless they are Smite incorporated)A setup that will give you some nice AR, and OW. The key to this duel is drive by Wws, and slowly draining them with OW.

Against these you will want to slowly drain them through OW. Even though you have clawblock, you don't want to be too aggressive in this duel, 2-3 hammers will kill you. If they start telebombing, lay some traps at your feet and Ww down. If they actually have some strategy, this can be a tough duel. Teleport around with your trap field always with you, it will go off if they're near you trying to sync.. The will be constantly charging around and dropping hammers, so as soon as you see them on your screen get the namelock via mindblast. Always teleport/ww on a desynch din via namelock, not blindly. ALWAYS Ww southwest, to avoid freshly casted hammers. Play conservative and you can win with Ow, and strategic Wws. You can cast cloak of shadows to lower their defense a little also, won't be much of a difference but less defense means more possible hits for you, and more of a chance to proc OW.

Smiters:Setup: (Fade)Like with the other melee builds, you will want to use your DR setup. You have a nice aid in beating these builds, and thats Clawblock. It even blocks smite.

Most of these will be rather easy. Unlike your ghost counterparts, you have a nice trap damage to aid you in these duels. They will most likely be charging, so drop your traps around you. When you see them starting to set off, that means he's somewhere around you but desynching so start wwing. When you see him make sure your ww path isn't towards him, NEVER Ww towards a smiter. If you catch them charging, Tele/ww in the same direction as their charge. Make sure to get atleast one MindBlast off, and hopefully you can get a nice stun in. Always have your SM up as extra stack, smite can kill you really quick if you give them the chance. Use knockback to your advantage. You will also have to watch out for the rare situation that you're dueling a good tele smiter. This is where kb will help a good bit, they will chainlock smite. If they establish chainlocks, tele away and break the locks. Always have your traps up and you can still play aggressive and move your traps with you. ALWAYS ww away.

*Note: You will want to use your fools claw against most paladins.

Necromancers:

Bonemancers:Setup: (BoS)Fury will be used here. Your regular caster setup is fine.

If you opted for maxed claw mastery, this duel will be easier. If not, it's stilll winnable. Use your Secondary skill, DClaw being my favorite. If you opted for the 1pt Claw Mastery build, DTalon is a more rounded choice, due to you wearing Shadow D's but not having the extra roids from a 20hard point claw mastery. STAY AGGRESSIVE AT ALL TIMES. Constantly stay on there trail and drop Wofs, I generally almost completely ignore LS, they will have high resists, and Wwing or Secondary skill is much better. If you happen to get a stunlock off, tele/ww or tele/secondary skill as fast as possible. If you opted for trap orientated, then play them like a trapper. Use traplocks and Fireblast jumps/right click chain locks. Always have your shadow up when attempting jumps. If you stay agressive you can force them into corners of the walls and stun locking will be all the easier. Don't forget that you can use Psychic Hammer as a finisher to bypass bone shield.

This will be a rather easy duel. Play them very agressive just like bonemancers and jump right on their screen. Lay some traps, and start mbing the nec to knock him out o his minion stack. As as soon as he's out of his stack, tele and triangle whirlwind him. They will generally go down very quick, as most don't opt for max block. If they make the mistake to tele on top of you thinking their minion stack will keep them alive just triangle whirl, you will take out most of their stack and the nec. Just like against bonemancers, use PH as a finisher if needed to bypass bone shield.

Sorceress:

All sorcs you will use the same setup: (Fade)Try to get as much stacked resis in the element you are going up against, especially if it's Cold. Remember, Cold Mastery doesn't add %damage, it lowers your CR. Use your general caster setup.

You can also opt for a Jade Talon if you need it, remember to Bugg your WSM though. Just put your Jade on Glove side, and lift/replace after every time you switch weps via wep switch (to BO and what not). You Chaos will be the claw you will be hitting with, and you will mantain 9fpa.

Blizzard:Vita built Blizz sorcs have been my toughest duel in the sorc department. Play them like necs, VERY aggressive. If you get the stun off, tele/ww or secondary skill quick and they'll go down pretty quick. Always stay on them and use your SM's auto aimed mindblast to your advantage. If they are es, this will be an easier duel. Vita and block sorcs pose some threat, but these are the builds you were made to kill.200, or even 105fcr on a Sorc is very tough to keep up with, just play aggressive and stay on them. When they stop to cast that would be your opening.

Fire Ball:This is more of a pub build. These sorcs will generally spam FBs, and run when you get anywhere near them. Play extremely aggressive, and stay close to them. Once you get a namelock down, WoF/MB them then finish it off with tele/ww. You don't want to get stuck at a mid range distance, or they will spam FBs and kill you quickly. If they are using ES, it's a lot easier. Use your shadow stack as an extreme advantage here, they can spawn with an immunity to an element. You should advocate the same tactic as against necs with a secondary skill against the fast teleporting sorcs, chainlocking with dtalon/dclaw.

Lightning:These are like FBers in many ways. These attacks take longer to cast, but do more damage. You generally shouldn't lose to these. Play them like an FB sorc. Stay on them at all times, and use shadow master stack and mindblast to your advantage. Some of these will use an Infinity and the skill Nova. These will hit a lot harder due to -resis, but take a crapload more damage due to no block. If you play agressive they wont have the time to hit you and you will be right in their face the entire duel. They also have to get really close to you, giving you an advantage. Planting traps at your feet while moving wouldn't be a bad idea.

Glass cannon builds will always be an easy duel. Teleport to them but never in a straight line towards them, circle in and namelock via mindblast then namelock trap them. Finish them off with a quick tele/ww. If they are Vita orientated, same strategy they just tank a little longer. If they are sorbing, still use your mindblast and traps to lock them up. They will try to run out of trap fields, as soon as you see this tele/ww in the direction they are running. With no block from running they will take a lot of damage but they can sync run so don't do long wws or you'll get caught with guided arrows.

You're pretty much going to want to play these like a bowazon. Just come right into their face and stun them, and ww for the kill. Some of these Zons use a mod called Far Cast, which allows them to Charged Strike you from a distance, that has auto aim. Play them agressive and don't give them the chance to fc you. If you need to, don't be afraid to pull out a TGods and Jade Talon. You can outtank them generally, and put them in dodge lock with traps/triangle wws. Don't teleport in a straight line, close in on them in a circle.

Barbarians:

Setup- (Fade)You will want to use the same setup against all barbs. Your DR setup, without your Fools since you wont be wwing much.

Bvc/Bva:These can be very tough. You will want to play like a pure C/C trapper. Keep them from getting near you, and learn when the right time to MindBlast is. If they catch you off guard mbing it will take a huge chunk of your life, some times all of it. Don't go for a whirlwind if you don't think its safe, they have WAY more damage coming from that department. Play defensive, and pressure them into going too aggressive, and you can catch them with their pants down. I find WoF almost completely useless here, LS does the damage and a nice stun on barbs. If they are sorbing you simply can not win, they will have more life, more ww damage and more defense.

Bvb:You will want to play these pretty much the same as a Bvc/Bva. If they don't have Enigma, it can be a fairly easy duel. They will leap around, just tele out of the range of their drop-spot, and MB where they land. Play defensive, and don't trade whirlwinds with them. If they are sorbing you simply can not win, they will have better block,more lif,more ww damage and more defense.

*Note: Any sorbing barb will beat you down horribly, just save and exit if you don't feel like going through that.

This can be a tough duel for either side. You will want to play a mix of defense and offense, and force them in to making mistakes. Always have your traps up, they do a lot more damage than your counterparts. DO NOT TRADE WHIRLWINDS WITH A GHOST! They max Claw Mastery for a reason, more AR and claw damage will hurt you more than you hurt them. Time your whirlwinds and teleports right, and you can win. You should use 50 dr here, they will have high ds and physical ww damage.

WWsins:Pure wwsins without teleport(Bramble/Fort sins) will generally be easy pickings. You have traps and fast teleport to over power their massive poison damage. You can play them like a barbie, and keep them away from you while trapping/mbing. Always stay on your feet, and keep moving. If they are sorbing it can be VERY hard to win, you have to time your wws perfectly.

C/C Trapper:One of the best things for you about this duel is you have traps AND whirlwind. Lay your traps on the edges of your screen, and force them out of their trap field. If you catch them off guard, you can take a HUGE chunk out of their life. You will want to play them offensive, and doing drive by whirlwinds can get open wounds and venom on them, and you left untouched. If they are sorbing, you should too as it well hurt them more than you. You should use 48fhr against good sins, but shouldn't have to bother with it against some campwhores through forcing them out of their trap fields.

Whirlwind/Trap Hybrids:The best strategy I can give you in this department is to go out and find some good hybrids, and duel often. It's best to form your own techniques when it comes to xbuild v xbuild. TBH, just play alert and stay on your feet. Don't make the little mistakes that will cost you the duel, and put a lot of pressure on your opposition. If you feel it slipping away, tele away and pull it together. Think about what you do before you do it, but don't be too slow!

Credits

Isaac (xSmithenatorx2) for hours and hours of Sin v Sin duels and help with the guide.Dave (Tienje) for help with Sin V Nec and the WSM Bugging chart.Jordan (Oilerfan) for duels and the idea for me to make a wwsin.Bryant for moderating my guides and making sure no randoms spam/Ias calculator.John (ImBehindyou) for SvS duels.Sambo (Sambo.) for harsh comments on my first "guide" that helped me to fix it, and lots of duels.Ollie's Hybrid Guide for inspiring me to play a hybrid sin and write a guide myself.Max (Ziecheik) for help with suwayyah info and duels.